Τρίτη 10 Ιουλίου 2007

GENERAL RULES

SAFETY RULES

  • No Real Firearms are allowed to be carried by any Red Tigers team members during a game
  • No players are allowed if under the influence of Drugs or Alcohol. Leave your bad habits out of the field
  • No goggles, no play. Eye protection can be either shooting ballistic glasses or goggles according to the operator’s liking and it is to meet ANSI 87.1 Standards
  • Never take off your eye/ face protection
  • A player must be at least 22 years of age before joining the Tigers.
  • Consider every gun loaded
  • Never point the gun to anybody/ anything you do not intend to shoot
  • Keep your finger off the trigger until you fire
  • Be sure of your target and what is around it
  • Mags out and Fingers off the triggers in the Safe Zone.

CIVILIANS AND ANIMALS


Do not endanger the animals, do not shoot at them, do not chase them, do not destroy their habitat. Keep in mind, that it is us who have the permission to use their territories and not the other way around. If a civilian enters the skirmishing site, stop the game at once. Clearly announce that a civilian has entered the site. Explain to the civilian what is taking place here and kindly ask them to leave.


DISTINGUISHING OPPOSING FORCES


Markings

In Mil-Sim skirmishes realistic look is highly regarded, therefore distinguishing friend from foe is done as in real life situations. Visually by recognizing uniforms and insignia. Verbally by password challenge. All this contributes to the real life situations of combat, known as "Fog of War". Additionally if the game rules state so, Red/Blue coloured arm bands can be used.

Medics and non combatants

The medic should be marked by a subdued medics cross anywhere on the uniform. Non combatants are defined by wearing civilian clothing and are unarmed. Armed personnel in civilian clothes are NOT considered non combatants. Also, personnel wearing clearly identifiable clothing such as PRESS marked personnel are considered non combatants, white robe can also be used for a civilian medic’s role. Eliminated, dead skirmisher are also considered non combatants, as long as they can identify themselves as such, by wearing a white sock on the weapons muzzle and/or a white cap/scarf on their head. Firing at non combatants should be avoided.


Vehicles

Just like non combatants must be marked, all non combat vehicles are to be properly marked. These vehicles are not to be fired upon under any circumstances and are not to be used as shield, cover or protection at any time, due to the risk of damage to the vehicle.


SPECIAL FUNCTIONS


Special functions within teams and units cover functions such as medics, designated marksmen, crew served weapons operators, radio operators. As such their roles are to be limited in quantity to a certain size of the team. A unit of 6 players can have one designated marksman, one squad automatic weapon and one medic. The previously stated specialty functions are essential to the team or unit in the field, thus making them a valuable asset. Therefore the minimum size of the team to have all three special functions is 6. In order to increase any of the specialty functions, team must either increase the team size or forgone certain specialty functions in favor of gaining another, for instance, you forgone the marksman to add another medic or saw gunner.

HITS

A player is considered hit, eliminated when following criteria is met:

A direct hit to any part of the player’s body.

A direct hit to any part of the kit or gear that is worn or it is attached to the player.

A direct hit to any part of the player’s armament/weapon.

According to specific game rules a hit to the player’s armament/weapon can be considered as a “dead weapon” that can’t be used by the owner or any other player for that matter.


The hit or the elimination is valid no matter from whom the player was eliminated, either by friend or foe, the following rule applies: Friendly fire kills just as effectively as enemy fire! A hit is not valid if it was a ricochet from the wall, branch, other player, his/her gear, weapon. In case of hi and thus elimination, the player loudly declares this by saying HIT, DEAD raises his arms above his head, raises his weapon high
and/or covers his head with a white scarf. Depending on the rules of engagement, the script of the skirmish, he then either moves to the predetermined respawn site or calls for the medic to come and revive him. The hit is not valid if the hit was reported on to any gear that was not attached to the players body, for instance, if the player is using his rucksack as a support, a rest for shooting his rifle and the rucksack is hit.

MEDICS, REVIVAL OF PLAYERS/RESPAWN


Medics have in their role the capability to revive/respawn an eliminated player. The respawn rules are pre determined in the skirmish scenario and the medic must be fully briefed on these rules in order to apply them properly. The medic is allowed to use his/her weapon during respawning in order to get to the eliminated player or to shield/protect the player. The choice of weapons used is left up to the medic. It is recommended that the eliminated players are not to be fired upon, it does not matter if they have been respawned and their respawn time is running or not. However they are not strictly excluded as legitimate targets. In this case, their respawn time is reset. The dead and the respawning players are not allowed to use their weapons, command, issue orders, convey orders, relay information of the enemy. They can move with the unit, look for cover. After their respawn time is up, they return to the game.

HITS OF PLAYERS WEARING BODY ARMOR OR ARMOR PLATES

Players who during the skirmish wear bullet proof vests or their replicas with added armor plates or their replicas have a 50% shorter respawn time. In case there is no respawn time, they upon being eliminated move to the medic who respawns them.

Rules for bullet proof vests and plate carriers are as follows:

Rule 1: Level of protection II ensures 50% decrease in respawn time.

Rule 2: A vest in order to achieve a level II protection must use armor plates.

Rule 3: Plate carrier when armor plates are inserted offer level III protection.

Rule 4: Armor plates must either be 100% rigid, no twisting or flexing allowed.

Rule 5: If armor plates are not rigid, they must weigh a minimum of 2 Kg.

These rules are not strict. It’s just an example of the inside rules of the team. They can be alternated to match those of the game.


NON FIRING OPPONENT ELIMINATION


In airsoft skirmishes, there are situations where use of airsoft replicas is not appropriate in order to eliminate the opponent. This is either due to safety issues, where the minimum safety engagement distance is not achieved or where firing the weapon would reveal our position to the enemy. There are two options on how to achieve a non firing opponent elimination:

Verbal elimination

This option is used when the opponents meet; unintentionally well below the safety minimum engagement distance and firing their replicas could lead to injury. The main criteria for such a elimination is, that the player who wishes to use this elimination must have a working, loaded and unlocked replica, aimed at the opponent. Upon this, we clearly state to the opponent: YOU ARE DEAD! In case the opponent does not comply with your demand, you may fire a shot to the most protected part of his body. If we want to do this to a larger group of opponents, we must do this one by one, to each opponent separately. No group verbal eliminations are allowed. This kind of elimination is possible only if you have achieved the element of the surprise towards the opponent. If both opponents are found in a stall mate, bot acknowledge they are dead, and retreat each 5 meters in the opposite direction to resolve the situation.

Silent Kill

Silent Kill option can be used whenever we are in a position to engage the enemy from a concealed position that is well below the minimum engagement safety distance. This option is used if we would by using replica fire cause unnecessary pain, harm to the opponent and or reveal our position. The use of silent kill option is employed by virtually sneaking behind the opponent and tapping the opponents back or shoulder, preferably whispering to him or her: SILENT KILL. At this point, the opponent must not in any way indicate that they have been eliminated, must not reveal their position, must not leave the spot where they have been eliminated. They must comply with these instructions for 5 minutes. After this time period, they can either go to the respawn point or look up the medic. But the eliminated opponent must not report about the enemy movement, position or anything else he or she might have observed regarding the opposition.


OVERPOWERING FIXED INSTALLATIONS


This part of the rules regulates on how to skirmish within command posts, bases, camps. Primarily these rules are looking at the safety aspect of fighting within fixed installations since other personnel than field troops are located there. Assaults and overpowering of fixed installations in airsoft means dealing with situations where skirmishing is conducted in areas where for instance during events players rest, recuperate, eat, where command posts are located. Such installations are off limits to skirmishes, meaning that no skirmishing is to take place in such areas.

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